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This study explores how value is co-created in one particular IT-enabled service, geocaching. Consumer Information Systems (CIS) framework is used as a sensitizing framework to study experienced geocachers' (n=14) perceptions of what they value in geocaching. The following core values emerged that motivate people to co-create value in geocaching: challenging oneself and others, joy of success, learning, and social relations. The results reveal that geocaching is distinctively hedonic in nature, as people pursue happiness and utility via geocaching. Even support for the geocaching community was motivated by such values. In addition, the results reveal that the environment of geocaching and searching for and finding geocaches are the most important motivators for geocachers. Future research directions are offered and the study is evaluated.
This paper investigates resource integration and social interaction as the two core processes of value co-creation and co-destruction in a service system. We applied a structured literature review as our research methodology to develop a framework to depict the components of value co-creation and co-destruction processes and to understand the behavioral drivers of service system actors as well as the positive and negative value outcomes derived through resource integration and social interaction. By analyzing the 51 papers that meet the inclusion criteria, we found that actors’ engagement in value creation process are motivated by different behavioral drivers. Then, applying resource integration, and more specifically, access, matching, and resourcing, actors interact through social interaction employing communication, dialogue, and trust contribute to the dynamic process of value co-creation and co-destruction embedded on context-based practices, which leads to actors’ unique perceived value outcomes.
This paper proposes an organizing device for accumulation of information systems (IS) design theory components within a study but also across research studies. The proposed framework enables actors to understand the relationship over time between search spaces of information systems design science theory (ISDT) development by one and the same or different actors. The proposition rests on the notion that ISDT development is an iterative and incremental process that often happens across different research studies. Finally, we argue that with the proposed framework, ISDT knowledge is more easily transferred and combined with the search processes.
The newspaper industry is challenged with its business models. To stabilize revenues, publishers opted for digital subscriptions for generating additional revenue streams. However, digital subscriptions showcase limited success. News aggregator platforms may promise publishers a pool of paying readers. But platform fees and the loss of customer relationships enact barriers among publishers to join. This study proposes a software prototype based on design science research to address the aforementioned shortcomings by deriving design principles for a collaborative subscription service. Building on the strategic alliance, digital platform and business model literature, this research aims to identify design principles that create conducive conditions towards a collaborative subscription service among newspaper publishers
One major problem in service design is the limited availability of information gathered during the development process. In particular, information on end-user requirements is difficult for designers, developers, and maintainers to access. Here, we provide a mechanism that supports the gathering and modeling of various types of information throughout the service and software development life cycle. As various existing tools focus on a particular part of the life cycle, essential information is not available, or it is more difficult to obtain in later stages. The linkage between information collected in the different stages is often lost. The implemented tool support enables the modeling of requirements; the abstraction of these requirements in the form of the required system functionalities, which can also be modeled; and the connection with component-based software engineering to support the design of ICT-enabled services.
The paper develops a conceptual framework to study the constructs of information technology (IT)-supported value co-creation and co-destruction through shared processes of social interaction and resource integration as mediated by IT and embedded in interactive value formation practices. In particular, the elements of social interaction and resource integration are identified, and the role of IT is discussed. We conduct a systematic literature review and analyze the data using the service system perspective. Our research contributes by identifying the constructs of value-creating phenomena enabled by IT from the service system perspective and presenting a research agenda for further studies.
In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedemanding with respect to time and mental capacity. In conclusion, we argue that further study is required of the ways that value co-creation and co-destruction interact in online video games.
This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-depth laddering interviews conducted with active Pokémon GO gamers in Finland. Our study contributes to the IS and service research literature by demonstrating how user values may be operationalized to measure and understand value co- creation and co-destruction from service users’ perspective, supporting value-based design and development of digital services.
We propose the definition of genres in IS design science research (DSR). In recent years DSR has become a well-accepted research paradigm within IS; however, now the diversity of purpose, methodology, and mental models has increased to a point where reviewers and editors are unsure about which standards to apply to particular research submissions. For some researchers an artefact of value is a system or system component, while for others artefacts ought to be theories or theory components. Such differences are hard to reconcile and researchers often face criticism from diverse corners of the paradigm, where beliefs and standards are very different. We observed this diversity of views among authors, editors, and reviewers while editing this special issue. The problem continues to the current day. A solution may lie in defining genres of IS DSR, each with its model for DSR processes and outcomes. We define five prototype genres, based on selected articles, along with their typical characteristics, standards, and values. Several articles in this special issue typify various potential genres. The recognition of mutually respectful DSR genres may improve researchers' ability to publish in the highest tier IS journals, as colleagues, reviewers, and editors recognize and respect genre differences.
Building a versatile portfolio of public and private digital-enabled services is vital in rural and sparsely populated regions, where traditional market mechanisms alone cannot guarantee the availability of essential services. However, contemporary services tend to build on prevalent institutions, often governed by decisions based on market mechanisms, such as economies of scale - service-by-service and village-by-village. A shift is suggested towards networks of smart villages co-creating value as regional service ecosystems. We draw from institutional theory and employ the Service-dominant logic (SDL) framework in investigating value co-creation in rural villages in Sweden. Analyzing 53 laddering interviews, we derive encoding scripts showcasing institutional principles for innovating bundles of digital-enabled services. The study brings forth novel insight for e-government research and practice, and the SDL discourse therein, on outlining required institutional practices and institutional work to counteract plain market mechanisms for governing value co-creation on smart rural service portfolios.
Service design and service engineering are being positioned as facilitators for service innovation, yet the research on these fields is siloed. This conceptual paper proposes integrating service design and service engineering through service-dominant logic and suggests potential positive outcomes for service innovation from this integration. Service design and service engineering are framed as interconnected operant resources for service innovation, using service-dominant logic. Based on the framing, this integration facilitates service innovation by recombining service design and service engineering as resources at three different resource levels. The study contributes to the literature by providing a new conceptualization and an integration framework, which can be applied to recombine service design and service engineering as resources, leading to new service innovations.
Value co-creation through involving users in service processes via resource integration is a focal service research interest. However, studies often take a firm-centric or generic approach and overlook value co-creation from the point view of an individual user. We address this gap by adopting a qualitative research approach and laddering interviews (n = 113) to examine users’ hedonic and utilitarian drivers for value co-creation behavior in five service system contexts. We argue that underlying differences exist among all service systems and contribute with a novel approach by depicting the differences in value-based motivations for users to co-create value. As practical implications, our findings suggest services should be designed according to users’ value drivers rather than system types. Furthermore, we demonstrate how the consumer information systems (CIS) framework can be used to benchmark users’ value co-creation behavior with specific service systems or to compare such behavior between different service systems.
Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokémon Go gamers in Finland, we uncover the focal personal values associated with the game. Furthermore, we determine the connection of these values to the users’ co-creative and co-destructive gaming experiences. Results: Our study defines eight personal values highlighted in Pokémon Go. The focal co-created values include pleasure, a sense of belonging, ambition, activity, and a healthy life. The most co-destroyed values in the game include social recognition and responsibility. Interestingly, the value of sociality is highlighted in both the co-creative and the co-destructive gaming experiences. While the findings may not be generalizable beyond the studied AR mobile game context, this study explains how users’ personal values may serve as a basis for understanding the value structures of other digital service users to support service design. Conclusion: Our study contributes to the literature by introducing personal values as a potential basis for understanding users’ value-based drivers and service experiences to support the design of digital services. We theoretically conceptualize the users’ dynamic value creation process based on personal values and, using empirical findings, offer novel insights into the value co-creation and codestruction phenomena in AR mobile games.
The service-dominant (S-D) logic lens for understanding value co-creation and customers’ interactive roles in the service exchange has emerged as a focal theme of interest among service academics and practitioners. While recent investigations have also focused on the process of value co-destruction—that is, how potential negative outcomes occur—the concept and its distinction from value co-creation remain unclear. This conceptual review synthesizes the concept of value co-destruction and proposes a framework consisting of two interrelated dimensions—actor–actor interaction and individual actor—and their components at three temporal points of the service encounter. We distinguish value co-destruction from other closely related concepts and take steps to integrate the value co-destruction concept into the S-D logic framework and the concept of value co-creation. The proposed integrative framework can help researchers and service practitioners alike to identify, analyze, and rectify the value co-destruction components in the service exchange and, thereby, avoid potential negative outcomes of service interactions. A threefold research agenda is proposed to obtain a more balanced understanding of the two dynamically interrelated concepts of value co-creation and value co-destruction and their application in practice.
This paper applies structuration theory (ST) and service dominant logic (SDL) as lenses to study different uses of information systems (IS). We argue that resources provided by IS may be combined and reproduced by appropriating them for different purposes than the design purposes of the IS. The study provides empirical data and analysis to showcase the use of resources for utilitarian purposes in the context of social media services (SMS). Through an analysis of sponsored tweets on Twitter, we show that users employ implicit and explicit resources for utilitarian outcomes. Our findings imply that users create their own service through appropriation of resources available in the social context of service use; hence, they induce different adaptations of the information system.
This study conceptualizes the notion of value co-destruction by reviewing and synthesizing the scattered and scarce value co-destruction literature in interdisciplinary fields. Building on our synthesis, we outline a conceptual framework for the value co-destruction process consisting of three interrelated categories of key concepts. Our framework helps in identifying, analyzing and rectifying unwanted outcomes of a service process and highlighting the dynamic nature of value co-destruction in service systems.
Data play an increasingly important role in today’s service ecosystems, where actors integrate resources to create value at different levels of aggregation (micro, meso, macro). To advance our understanding of the role of data in such contemporary data-rich service ecosystems, we draw on the service-dominant (S-D) logic and data ecosystem literature. Extending the current understanding of data in the literature, we demonstrate how data and data ecosystems have become intertwined with service ecosystems and how data as a meta-resource connects actors, enhances systemic visibility, and drives innovation in these ecosystems.
Service organizations across various industries are increasingly implementing continuous development methods and practices to transform their digital service innovation and development processes. Consequently, continuous digital service innovation (DSI) has become a way to react to today’s dynamic markets by proposing value to customers quickly while maintaining service quality. However, little is known about how organizations can enable value co-creation (VCC) in their continuous DSI processes. We fill this gap in the literature by focusing on organizational-level continuous DSI processes. Based on findings from 23 industry informants from six Finnish digital service organizations, we present a preliminary framework depicting three integral and interdependent dimensions of managing continuous DSI for VCC within organizations: managing continuous operations, managing people, and managing resources. We argue that such management insights are crucial for both research and practice for realizing the VCC potential of continuous DSI for organizations.
This study introduces a research and development process of an immersive Virtual Reality (VR) education application. Altogether four application development iterations are showcased along the Design Science Research methodology. The results show how initial problems change and new problems occur during the course of a long-term DSR project with multiple iterations. Moreover, the study results confirm various previous findings, for example, that VR works better on higher learning levels such as application -level and personalization is a way to achieve this. In addition, 360 photos and videos were found to be easy and cost-efficient ways to increase personalization of VR applications. The results also suggest complementary and parallel use of online courses and VR applications in order to enable scalability. We also found positive learning experiences, interactions, and teacher image to be achieved with VR especially among small tech-savvy group of students. However, personalized learning paths and positive learning results are the preconditions for upbeat learning experiences.
The literature has proposed ways to modularize information-technology-enabled services (ITeS) with limited success. We argue that applying design principles (DPs) can address this gap and revitalize the service modularization literature. With a qualitative research study, we develop exemplar DPs and a set of prioritized DPs for ITeS. We contribute to the literature by demonstrating how complex service systems, specifically ITeS, can be modularly designed. Our DPs show how different ITeS design elements or service attribute combinations impact the outcome-driven design of service experience. Based on the findings, we present a modular service design framework and a service design method that adopts DPs to create effective modular ITeS designs. We also offer ways to conceptualize and apply service modularization to improve the adoption of the modular service design by service designers and managers.
The purpose of this paper is to investigate the previously unexplored theoretical relationship between technology enabled information services (TEIS) and the value created by the use of such services. This paper presents a mixed virtual and multi-sited ethnography to provide a thick description of Chinese backpackers (CBs) use of TEIS. Participant observations and interviews of CBs in three different journeys within Europe were undertaken. Our findings illustrate that additional usage values occur when TEIS are used in a tourism context. Social influences and technical infrastructure play a stronger role than previous research presented. The study contributes to the literature by 1) providing a theoretical understanding of tourists’ TEIS use; 2) documenting a study of a complete package of technologies used by CBs, and 3) proposing a research model which can be used for studying different TEIS use behaviour/patterns, and also in the design of TEIS for specific contexts.
This paper reports the findings of an ethnographic study of Chinese outbound backpackers’ use and adoption of consumer information services (CIS) in an intercultural tourism setting. We apply McKenna et al.’s research model of consumers’ adoption of information services as the analytical lens for the interpretive qualitative study. The data gathering was conducted in four different countries. The findings of the study confirm linkages between four information service types and the use and adoption of CIS. The study also found that service types are more diversely linked than the earlier studies have predicted and therefore we propose a revised research model, which can be used for studying different CIS usage behaviour/patterns, but also to design of CIS for specific contexts.
Purpose – Service design is a multidisciplinary approach that is key to service innovation, as it brings new service ideas to life. In this context, the development of new service design methods and models for creating new service futures is an important stream of service design research. Such developments can benefit from a systematized research methodology that builds on existing knowledge and robustly evaluates the suitability of research contributions. To address this challenge, the purpose of this paper is to present design science research (DSR), an established methodology from the information systems field, and examine how it can be useful for service design research by supporting the development of new artifacts, such as service design constructs, methods and models. Design/methodology/approach – This paper presents DSR and related literature and shows how DSR can support service design research through a step-by-step approach. A methodology to develop prescriptive-driven solutions for classes of problems, DSR can support service design research in developing rigorous and relevant research. One illustrative example of a service design research effort using the DSR approach is presented. Findings – Building on DSR’s robust methodological background, this paper discusses how DSR can support service design research, namely, through the development of new methods and models, and how DSR can be adapted to leverage service design research participatory, iterative, human-centric and creative approach. Originality/value – This paper provides an overview of DSR and proposes it as a methodology to conduct service design research, offering step-by-step guidance on the application of DSR in service design research and discussing how it can be adapted according to the specific characteristics of service design research and drive future research.
Smart devices such as self-trackers are being used by an ever-increasing number of exercisers to self-monitor their health. Users' interactions in social media can co-create and co-destruct the value and has a substantial impact on services. To investigate Oura Ring users' value creation behavior in the online context, we focus on customer-dominant logic and customer-to-customer (C2C) interaction. This paper proposes a conceptual framework, one of the first to investigate value creation in an empirical study in the context of well-being. Oura Ring is a smart ring that enables users to track their activities and sleep quality. To test relationships, structural equation modeling and Fuzzy Set Qualitative Comparative Analysis (fcQCA) will be utilized. The proposed framework can help service providers figure out how to get involved and encourage C2C interactions. The study contributes to the body of knowledge by considering C2C interactions in the context of service encounters.
Users’ interaction in virtual communities, can co-create and co-destruct value and greatly influence users’ perception of service quality. We explored the online value creation behavior of ŌURA Ring (a self-monitoring device) users by focusing on customer-to-customer (C2C) interaction. This study presented one of the initial conceptual frameworks for examining online value creation behavior in the context of self-tracking technologies. AMOS and fsQCA were applied for relationship testing. The findings demonstrated that when value co-creation (VCC) and value co-destruction (VCD) occur concurrently, the existence of perceived functional value (PFV) and perceived hedonic value (PHV) is required for users to have a favorable service quality experience. In addition, PFV was validated as the most essential component for favorable PSQ. The proposed conceptual model can guide self-tracker providers in determining how to join and promote C2C interactions in the virtual community to enhance consumers’ PSQ.
Building a versatile portfolio of public and private digital-enabled services is vital in rural and sparsely populated regions, where traditional market mechanisms alone cannot guarantee the availability of essential services. However, contemporary services tend to build on prevalent institutions, often governed by decisions based on market mechanisms, such as economies of scale – service-by-service and village-by-village. A shift is suggested towards networks of smart villages co-creating value as regional service ecosystems. We draw from institutional theory and employ the Service-dominant logic (SDL) framework in investigating value co-creation in rural villages in Sweden. Analyzing 53 laddering interviews, we derive scripts encoding institutional principles for innovating bundles of digital-enabled services. The study brings forth novel insight for e-government research and practice, and the SDL discourse therein, on outlining required institutional practices and institutional work to counteract plain market mechanisms for governing value co-creation on smart rural service portfolios.
This article proposes a research agenda to study what causes consumers to switch smartphone manufacturer and operating system brands. International consumer survey is planned for data collection and structural equation modeling method will be used to extrapolate whether internal preferences play a larger role than external influences in consumers’ switching behavior. The effects are expected to be moderated by behavioral control, subjective uncertainty and prior switching experience and controlled with a set of constraint variables. As a theoretical contribution, we propose a new theory to evaluate switching primarily through the latent construct of magnitude of switch. Potential practical implications offer new insights into consumer switching decision-making. These insights could be useful in customer acquisition and lock-in strategy revision for smartphone market players but also in other ecosystems with similar technological characteristics.
With the increasing adoption of agile, lean, and iterative development methods, information systems development (ISD) has become continuous, meaning that system development moves rapidly from release to release. This means that work practices and challenges that practitioners face have changed. Despite these changes, requirements development is still critical in ISD. However, IS literature is silent on how to manage requirements-related risks in the practice of continuous IS development. To fill this gap, we propose a continuous requirements risk profiling method. The study is informed by design science research methodology, and we apply focus group interviews and a Delphi study for data collection to support the method development. The developed method can be integrated to ISD projects using different continuous ISD methods.
This paper presents a systematic literature review (SLR) investigating the factors that enable and hinder value co-creation in organizations’ continuous service development processes. Employing the lens of service-dominant (S-D) logic, we classify the identified factors into three interrelated dimensions: institutions, resources, and service exchange. Our systematic findings may inform organizations’ efforts to support the emergence of positive rather than negative value outcomes when implementing continuous practices in their service development. In addition, we outline avenues for further research in this emerging topic area.
The newspaper industry is on a quest to discover sustainable business models. Digital subscriptions are stable revenue generators for most publishers. That being said, smaller publishers face challenges. By not having the same resource base to offset costs compared to larger ones, small publishers are in a constant state of financial unpredictability. Another persistent problem among them is the high churn rate of subscriptions (i.e., the cancelation rate), which suggests a value misalignment between readers and service. New services like news aggregators may promise publishers a large pool of paying readers, as readers have access to diverse content by different publishers and are willing to pay for pooled news content. But platform fees and the disintermediation of direct customer relationships enact barriers for many publishers. To address these shortcomings, this study conducts an online experiment based on design science research to test the performance of different payment plans for a collaborative newsaggregator service. We identify preliminary design principles for value creation and capture, which can be utilized for designing a commercial and collaborative news aggregator service.
We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies. We address this gap by adopting a qualitative research approach and examining 55 critical Pokémon Go user incidents, and ca. 30 laddering interviews. The data is coded into process components categorized in three interrelated dimensions and three temporal points. As a result, a value co-destruction process framework for AR mobile games will be proposed. We contribute to the literature by empirically extending the extant value co-destruction conceptualization, and pioneering a study of value co-destructive user behaviour in the AR mobile games domain. Our findings will help researchers and managers understand value co-destructive user behaviour and rectify critical interaction components
This paper reports a design science research (DSR) study that develops, demonstrates and evaluates a set of design principles for information systems (IS) that utilise learning analytics to support learning and teaching in higher education. The initial set of design principles is created from theory-inspired conceptualisation based on the literature, and they are evaluated and revised through a DSR process of demonstration and evaluation. We evaluated the developed artefact in four courses with a total enrolment of 1,173 students. The developed design principles for learning analytics information systems (LAIS) to establish a foundation for further development and implementation of learning analytics to support learning and teaching in higher education.
The newspaper industry is on a quest to discover sustainable business models. Digital subscriptions are stable revenue generators for most publishers. That being said, smaller publishers face challenges. By not having the same resource base to offset costs compared to larger ones, small publishers are in a constant state of financial unpredictability. Another persistent problem among them is the high churn rate of subscriptions (i.e., the cancelation rate), which suggests a value misalignment between readers and service. New services like news aggregators may promise publishers a large pool of paying readers, as readers have access to diverse content by different publishers and are willing to pay for pooled news content. But platform fees and the disintermediation of direct customer relationships enact barriers for many publishers. To address these shortcomings, this study conducts an online experiment based on design science research to test the performance of different payment plans for a collaborative news aggregator service. We identify preliminary design principles for value creation and capture, which can be utilized for designing a commercial and collaborative news aggregator service.
This study uses a design science research methodology to develop and evaluate the Pi-Mind agent, an information technology artefact that acts as a responsible, resilient, ubiquitous cognitive clone – or a digital copy – and an autonomous representative of a human decision-maker. Pi-Mind agents can learn the decision-making capabilities of their “donors” in a specific training environment based on generative adversarial networks. A trained clone can be used by a decision-maker as an additional resource for one’s own cognitive enhancement, as an autonomous representative, or even as a replacement when appropriate. The assumption regarding this approach is as follows: when someone was forced to leave a critical process because of, for example, sickness, or wanted to take care of several simultaneously running processes, then they would be more confident knowing that their autonomous digital representatives were as capable and predictable as their exact personal “copy”. The Pi-Mind agent was evaluated in a Ukrainian higher education environment and a military logistics laboratory. In this paper, in addition to describing the artefact, its expected utility, and its design process within different contexts, we include the corresponding proof of concept, proof of value, and proof of use.
This study integrates service-dominant logic and institutional theory to develop a conceptual framework that delineates how institutional work can be leveraged to enable value co-creation within partner collaboration ecosystems. We contribute to research and practice by highlighting the importance of institutions (i.e., rules, norms, meanings, symbols, and similar aides to collaboration) and institutional arrangements (i.e., interdependent assemblages of institutions) as coordination mechanisms for value co-creation in partner collaboration ecosystems and by proposing how actors can purposively shape these arrangements to achieve value co-creative collaborations.
In today’s competitive, fast-paced, and technology-driven markets, digital service organizations are increasingly forming strategic partnerships to transform their businesses, accelerate innovation opportunities, and offer customers enhanced value. How these partnerships should be built to enable value co-creation and strengthen collaboration between the partner organizations has thus become an important question for research and practice. This research develops a conceptual framework to explain value co-creation in strategic (digital service) partnerships and identifies its key enablers. We contribute to the literature by expanding our understanding of how value co-creation between partner organizations occurs as a dynamic and continuous process and how it is influenced by various intra- and inter-organizational factors from institutional, resource integration, and service exchange perspectives. In practice, our research can aid digital service organizations in assessing and building their current and future partnerships to co-create value and sustainable growth in their service ecosystem.
The practice of information systems development (ISD) has changed during the past two decades from very structured approaches to agile ISD methods. However, many methods available for managing requirements-related risks in the literature follow the structured way of doing ISD. If any, few methods offer solutions to prioritize requirements risks for agile ISD projects based on recognizing requirements-related risks and patterns to mitigate these. To fill this gap in the literature, we apply the design science research methodology to develop an agile requirements risk prioritization method together with industry experts (n=54) in Finland and New Zealand in a multi-year study. The method was developed by applying contingency theory, and our study makes an artifactual contribution to the literature. The method helps practitioners prioritize the overall requirements-related risks for ISD projects.
While social robotics have great value creation potential in education, their fit remains unclear, and usage limited. We utilize the lens of Service-dominant (S-D) logic in investigating how value co-creation (and co-destruction) may occur among actors in the educational use of social robots. Our thematic analysis of 10 qualitative interviews with primary school teachers underscores that social robotics herald value co-creation potential by complementing traditional classroom teaching, enabling student engagement and motivation, and supporting teachers in their work. In addition, we identify value co-destruction dimensions relating to teachers’ earlier experiences, attitudes and prejudices towards social robots which could lead to resistance to change and inequalities between teachers and students. This study extends previous understandings of educational social robot use and offers practical guidance to educators and authorities on the matter.